001    package net.minecraft.client.model;
002    
003    import cpw.mods.fml.relauncher.Side;
004    import cpw.mods.fml.relauncher.SideOnly;
005    import net.minecraft.entity.Entity;
006    import net.minecraft.util.MathHelper;
007    
008    @SideOnly(Side.CLIENT)
009    public class ModelVillager extends ModelBase
010    {
011        /** The head box of the VillagerModel */
012        public ModelRenderer villagerHead;
013    
014        /** The body of the VillagerModel */
015        public ModelRenderer villagerBody;
016    
017        /** The arms of the VillagerModel */
018        public ModelRenderer villagerArms;
019    
020        /** The right leg of the VillagerModel */
021        public ModelRenderer rightVillagerLeg;
022    
023        /** The left leg of the VillagerModel */
024        public ModelRenderer leftVillagerLeg;
025        public ModelRenderer field_82898_f;
026    
027        public ModelVillager(float par1)
028        {
029            this(par1, 0.0F, 64, 64);
030        }
031    
032        public ModelVillager(float par1, float par2, int par3, int par4)
033        {
034            this.villagerHead = (new ModelRenderer(this)).setTextureSize(par3, par4);
035            this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
036            this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
037            this.field_82898_f = (new ModelRenderer(this)).setTextureSize(par3, par4);
038            this.field_82898_f.setRotationPoint(0.0F, par2 - 2.0F, 0.0F);
039            this.field_82898_f.setTextureOffset(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2, 4, 2, par1);
040            this.villagerHead.addChild(this.field_82898_f);
041            this.villagerBody = (new ModelRenderer(this)).setTextureSize(par3, par4);
042            this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
043            this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1);
044            this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F);
045            this.villagerArms = (new ModelRenderer(this)).setTextureSize(par3, par4);
046            this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F);
047            this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1);
048            this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1);
049            this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1);
050            this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
051            this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
052            this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
053            this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
054            this.leftVillagerLeg.mirror = true;
055            this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
056            this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
057        }
058    
059        /**
060         * Sets the models various rotation angles then renders the model.
061         */
062        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
063        {
064            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
065            this.villagerHead.render(par7);
066            this.villagerBody.render(par7);
067            this.rightVillagerLeg.render(par7);
068            this.leftVillagerLeg.render(par7);
069            this.villagerArms.render(par7);
070        }
071    
072        /**
073         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
074         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
075         * "far" arms and legs can swing at most.
076         */
077        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
078        {
079            this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI);
080            this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI);
081            this.villagerArms.rotationPointY = 3.0F;
082            this.villagerArms.rotationPointZ = -1.0F;
083            this.villagerArms.rotateAngleX = -0.75F;
084            this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F;
085            this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F;
086            this.rightVillagerLeg.rotateAngleY = 0.0F;
087            this.leftVillagerLeg.rotateAngleY = 0.0F;
088        }
089    }